Hi!
I've been trying to design a tactical and simple card game for use in melee combat. The basic goals are:
1. Fast gameplay - a player's turn should not take more than 15 seconds
2. Use miniatures on grid (positioning, movement, facing, terrain + look nice)
3. Should be interesting to play both in a duel situation and for slaugthering minions.
4. Player's have their own deck, which may be upgraded (rpg style)
5. Simple rules
6. No dice or at least very few rolls (to speed things up). There is still a random element in what cards you get on your hand...
7. Players draw 5 cards fro their deck and use these. New cards get to be drawn at different points.
It is really hard to fulfill these goal and the first version was at best "ok". My conclusions so far:
A. To open up for choices (a prerequisite for tactics) each card must be able to be used for several different things. Attack, move or defense? Possibly other things like if you first play this card you may play two attacks or draw three new cards etc.
B. To give information (another prerequisite for tactics) you see your own hand of cards that you can combine in different ways and play out. Your positioning and facing on the grid also matters for this decision.
Any advice on similar games out there for inspiration?
Any advice on the rule design? This has been a long search for the Holy Graal in our group...
Thanks!
Yup, it may be a problem to find the best combo in 15 sec, but that is exactly how I want it! I want the battle to feel stressful just like a real battle contrary to many RPG systems where each strike takes 2 minutes to conclude. If you don't act within 15 sec you miss your turn... Tough, but hey - combat is tough ;)
My though was that players may play up to three cards each turn. One movement, one attack and one special. All cards have all these categories so the player must choose what card is played for what purpose. Choices gives opportunities for tactics.
But you are right - it might be TOO many choices...gotta playtest.
I want real tactical choices where there isn't a given best card to play in all situations. I also want to avoid bluffing (rock-paper-scissors) since tjis is not the kind of "tactics" I want.
Thanks also Lofwyr - movement is a central part of this system. Small maneuvering to try to attack your opponent from the side is key.
Stormyknight1976 - yes, nice terrain is a must ;) and I might look into some computergames for inspiration.
Anyway, if people know of similar games from where I can get some inspiration, please give me a holler. Also, if anyone have ideas of what other categories besides attack and move that might be important in battle let me know. Thanks!